Pagan Online is a fast-paced hack-and-slash action RPG that will challenge your skill in brutal and satisfying combat against countless enemies and larger than life bosses. Master all heroes, each with their own unique playstyle, solo or online for greater challenges and greater rewards.

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Our aim is to push the boundaries of the hack-and-slash ARPG genre while staying true to its foundations. To put it simply, we want to advance the genre and we need your help to do it. We have the solid basis down already, which we hope will make clear where we are heading with Pagan Online.
For us to align our development priorities with those of our community, we are opening Early Access.”

Approximately how long will this game be in Early Access?

“We will release Pagan Online later this year. The specific date depends on the amount of time required to address the most important feedback from you.”

How is the full version planned to differ from the Early Access version?

“The core gameplay and most of the important features are already implemented, except one big blaring one. Co-op! Co-operative play is a huge part of Pagan Online that we’re polishing up and will be shipping very soon. You can also expect a serious content expansion – more story line, new zones, and new enemies.
As well as improvements and polish done based on feedback, we plan on adding new and creative ways for you to enjoy the game. Think special missions, competitive activities, and maybe more.
Speaking of new content, this is just the beginning! We are going to deliver new content regularly throughout the year so the game and story can grow and evolve over time.”

What is the current state of the Early Access version?

“Pagan Online is coming together well! The core features are already in place. There are up to eight playable heroes, a campaign consisting of five acts, a unique crafting system, different game modes, and pets. There is also plenty of character customization: cosmetics to make you look good while you craft, manage gear, and upgrade your abilities.”

Will the game be priced differently during and after Early Access?

“There are plenty of new things to come and the price will rise as we add these new features and content. Also, anybody who buys the game in Early Access will get an exclusive Early Access pet.”

How are you planning on involving the Community in your development process?

“We want our community to be a part of Pagan Online and to play a crucial role in its future. We will be gathering your valuable input over all platforms and aligning our development priorities according to feedback.
This sharing of information will naturally work both ways. We will provide regular updates on the progress of the game through our portal, social media channels, and of course here on Steam. We want you to know where we’re at and where we’re going with the game.”

Buy Pagan Online

May 15

We will be introducing Patch 0.2.0. on May 16, 2019 at 05:00 UTC. Pagan Online will be unavailable between 05:00 and 06:10 UTC while we deploy the patch.

NOW TO THE CO-OPMOBILE!

After running support of the game with just a few dedicated code wizards during the holidays, we are back in the studio ready and raring to push for some crucial changes to be implemented in this patch.

The first iteration of co-op play is finally here! Slaying monsters with friends is always fun, after all. We also did some other work on hero controls, the way they move and attack, and fixes to the damage calculation model for all the number crunchers out there. Oh, and card packs are gone. A little bird tells us the new hotspots for farming epic materials are the Threats. 😉

Before we delve into the patch notes, I will share some bits that we are planning for the near future.

Legendary ItemsCurrently, we’re not too happy with the state of legendary items and will do some fixes on them. This includes rebalancing and crafting fixes.

Starting Hero ChoiceWe are working on implementing an option to confirm your hero choice at the end of the tutorial, so all three of the starting heroes can be played before making a choice.

MiscellaneousWe are working on a lot of quality of life changes: autopick selection, buy/sell improvements, inventory lag, and an alternative WASD control scheme to name a few.

We are grateful for all the feedback you guys are providing and we will continue to listen closely to what you have to say about our game. This is an awesome journey for all of us.”

Emil aka Easymode, Lead Game Designer

CO-OP

The first iteration of co-op is here! We had it during The Trials, but there were some technical issues with it so it wasn’t ready for Early Access. Now it’s making a return in its first iteration. For now, you can play any side mission or assassination in co-op. The campaign is not playable co-operatively. There might be some bugs and glitches. If you find any, please report them back to us so we can fix them ASAP.

The maximum number of players is currently two. We also have matchmaking in place, which means when you queue up for a mission type, you will be matched with players playing heroes of a similar level.

How can I play a mission or an assassination?

Group with another player in the Pantheon via the Party menu. You can invite people from your local Pantheon instance, or you can add people to your friends list and invite from there. You can also go to the Looking For Player (LFP) tab and make yourself available for all players to see and invite you.

What is planned for co-op in the future?

4 player co-op: we’ve been testing it and it works almost at an optimal level

Quality of life: at the moment, co-op can be a bit hectic as it lacks UI that would help players distinguish what is going on during battle. Things like “teleport to encounter” indicators, health bars, player character indicators, etc.

Optimization: getting that smooth experience is a top priority for us, so there will be more work on network and general optimization

Balancing: additional balancing for co-op will be required and it’s something that we will continuously doDesigning fun: synergy between heroes, special systems for co-op only, special rewards and drops and all that good stuff will come once the majority of bugs are fixed and we are satisfied with the overall experience and balance.

HEROES

While the last update was mainly about hero stats, numbers and abilities, in this update we are trying something new. We are updating the control scheme and adding some quality of life changes. We will monitor how these changes affect the overall balance before making any significant changes to numbers again.

Attack and Move

All heroes can now use their primary attack (default LMB) and move at the same time with reduced movement speed.

Movement Ability Control

Added an option to control the direction of targeting some movement abilities. Now you can choose to aim these abilities with WASD or mouse pointer. It’s under Options > Gameplay > Character Ability Direction Control

Rebalanced the Thunderfist ability:- Damage increased from 500% to 800%- Does not consume “static charge” for additional damage any more by default- Spell Upgrade node “Bonus Damage per Static Charge” decreased from 5% to 1%.

As many players already discovered, something was glitched with some of the hero damage calculations so I will take this opportunity to explain in depth how it all works and what has been changed for this patch.

The main thing that has been changed is that we introduced a new damage type “under the hood”. It’s called “Weapon Damage” and it can be found only on weapons as an implicit stat and can't be stacked from crafting or other means.

Why this change?

Our system for ability damage relies on taking damage from stats (like weapon stats) and converting that damage into any type. We decided this because we want gear to have an impact on abilities. So in order to make a lightning damage ability before… we had to set it up to convert all physical damage into lightning damage for that ability because you had only physical damage on your weapon. This system was faulty and made it so that all physical damage (not only from a weapon) was being converted into lightning and allowed people to keep stacking physical damage and boost all other types of abilities.

Now the system is set up so every ability of every character takes the newly introduced Weapon Damage and uses that as base for the damage of that ability. If you use lightning abilities now, you will need to have lightning damage and lightning damage bonus (%) stats in order to improve that ability. Patch notes for this change are simple, but they require some additional explanation:

All Weapons: all weapons in game now have Weapon Damage as an implicit stat instead of Physical Damage

All Heroes: Most of the abilities of all heroes were changed in how they calculate stats and which bonuses apply.

So with that said, let’s delve into a more detailed explanation on how damage is calculated.

Ability Damage Definition

Everything that Heroes use is an ability, primary attack included. Each ability that does damage is defined by two main parameters: SOURCE and TYPE. The final damage will be calculated depending on these two parameters.

SOURCE: can be Attack or Spell

If it’s Attack, it means this ability will benefit from the “Attack Damage Bonus (%)” stat that can be found on gear. It is also derived directly from the Strength attribute.

If it’s Spell, it means this ability will benefit from the “Spell Damage Bonus (%)” stat that can be found on gear. It is also derived directly from the Intelligence attribute.

TYPE: can be Weapon, Physical, Sunfire, Cold, Lightning, Poison.

This basically means that each ability that deals damage can deal ANY type or MULTIPLE types of damage, depending on how we, the developers, set up that ability. This system also allows us to convert any type of damage into any other type of damage. Let’s do some examples:

Istok’s Thunderslam is set up as an Attack that deals Lightning damage. Step by step how the total damage will be calculated.

- The appropriate bonuses are chosen (Attack Damage Bonus or Spell Damage Bonus) according to the ability type (Attack/Spell). Thunderslam is an Attack ability so Attack damage Bonus is chosen.- A value is randomly chosen from the Min - Max values for each damage type that a hero has from gear, and the Attack damage Bonus is applied to those random values.- Next, we have Damage Type conversions and multiplier factors which are defined in the ability. For the Thunderslam ability we convert Weapon damage to Lightning damage and ignore all other damage types apart from Lightning Damage. Converting a damage type to another damage type will transfer the value to that other damage type (so if we had 5 weapon damage and 5 lightning damage, after conversion we will have 0 weapon damage and 10 lightning damage).- After converting Weapon damage to Lightning damage we apply additional bonuses to the value. The bonuses are the Ability Damage Factor (defined for each damage type for each ability) and the specific damage type bonus. Thunderslam has the Damage Factor set to 150% for lightning damage and the Bonus Lightning Damage stat the player might have is multiplied with that.

Istok’s Primary Attack is set up as an Attack that deals all types of damage.- Attack Bonus is chosen.- Attack bonus is applied to all damage types.- Primary Attacks on most heroes do not ignore any type of damage and have ability damage factors set to 1 for all types of damage. For Istok’s primary attack we convert Weapon damage to Physical damage and we do not ignore other types of damage.- So after converting Weapon damage to Physical, we apply the Ability Damage Factor bonuses for all types of damage and each type of damage is multiplied with its own damage bonus stat.- This results in Istok’s LMB damage output having values other than Physical Damage while mostly scaling with physical because weapon damage is converted to that.

Lukian’s Primary Attack is set up as a Spell that converts all damage types into lightning.- Spell Bonus is chosen.- Spell Bonus is applied to all damage types.- Primary attack on Lukian is set up so it gathers all the damage types and converts them to Lightning type.- After the conversion, the Ability Damage Factor is applied as a multiplier, as is the Lightning Damage Bonus stat.- This results in Lukian’s LMB damage output having a single lightning value as opposed to Istok’s all damage type attack.

So to conclude, we can see how the damage of a single ability is calculated by writing it down in a step by step algorithm.

1. According to the ability type (Attack/Spell), the appropriate bonuses are chosen (Attack Damage Bonus or Spell Damage Bonus).2. A value is randomly chosen from the Min - Max values for each damage type that a hero has from gear, and the Attack/Spell Damage Bonus is applied to those random values.3. Depending on the ability itself there is Damage Type Conversion (mostly it’s Weapon Damage into some other type, for example Physical).4. After the conversion, bonuses from the Ability Damage Factor and specific damage type are applied as multipliers.

While this system might make many of damage stats on some heroes obsolete temporarily, it is a good basis for future updates and when we bring the new skill tree as an addition that will complement the stats.

BOSSES AND NPCS

Boss fights are something we want to improve on and will likely continue to tweak and change until we get them to a high enough level of fun that you guys expect from a proper boss fight. For now, we start with tweaks for Furun and Kablar.

Furun the Soulsmith

- Will not use Soul Siphon ability at the start of the fight- Hammer Throw changed so hammers don’t travel back. Furun can react faster after casting this ability- Movement Speed increased- Higher chance of chasing hero to melee range- Soul Cages in phase three turn faster.

About This Game

The Gods are gone – their demise has left the world in turmoil. Dark forces the likes of which have never been seen before are amassing to tear the souls from those too weak to resist and devour whoever is left.

Fling spells and swing metal, rush enemies and crush bones, and in the end, pry their weapons from their cold, unworthy hands. Carve a path through your enemies in your quest for glory in Pagan Online.

An epic setting based on Slavic mythology – the stuff of legends

Set in a striking realm rich with lore and history, Pagan Online is based off various Slavic myths and sagas. We’ve drawn from this seemingly endless fount to create a distinct flavour and a whole new world for fans of epic fantasy to immerse themselves in. Tales of larger than life heroes, endangered deities, and shattered sanctity await you in Pagan Online.

It’s dangerous to go alone

Will you vanquish your foes lone wolf style, or team up with a friend to take on the biggest and baddest monsters? You can choose to play all levels alone or play game modes designed for more than one person. You can meet other players to fight alongside you in the Pantheon, a social hub for heroes approved by the Gods themselves.

Crush without mercy

At its core, Pagan Online is a game of dynamic and fast-paced action. You will experience gameplay that is responsive, fast, and satisfying – and nothing’s more satisfying than crushing, slicing, and smashing your way through hordes of enemies in a brutal and mesmerizing display of quick thinking and skill. It is easy to pick up but difficult to master – a good thing to keep in mind after your 108th death. As you become more battle-hardened, your renown grows and doors open for you – both to greater power and greater foes.

A class for every player, a hero for every taste

These aren’t just your typical RPG classes! The playable characters in Pagan Online are inspired by old folks’ tales and stories our grandmothers used to tell us when we were kids. From nomad knights to beastly abominations, they are familiar and yet like nothing you’ve ever tried before. Every hero has their own abilities, playstyles, and their own weapons and attacks, so you could be forgiven for thinking you’re playing a different game when you take up arms as another hero. Carry out devastating combos with skills in your repertoire and do whatever it takes to come out on top – leech the blood of your downed foes to stay standing, summon the might of Perun himself in a thunderfist, or channel the elements to unleash raw destruction.

Your hero, your style

If you’re going to be looking at your hero constantly, you might as well look at something nice. A hero is a hero no matter what they wear of course, but you gotta admit, the deep red of a blood spatter would look so fetching on your green robes. You can pick from a wide variety of class-specific armor sets for each hero. Not only can you upgrade and customize heroes to your liking, but you can also use unique skins and shaders so the enemy commanders will know exactly who is coming to end them.

Wield weapons of legend

Action RPGs can’t work without loot. We all love it and your enemies love to drop it. Pagan Online takes it up a notch with a unique crafting system in which you can create a weapon tailor-made for you and how you prefer to play. Whether you’re dead set on squeezing that extra speed percentage for fast flaying, or if you want to be a Jack-of-all-trades with more balanced stats, crafting in Pagan Online redefines the term ‘legendary item’.